/// <summary> /// Before to start a review of Svelto.ECS terminologies: /// - Entity: /// it must be a real and concrete entity that you can explain /// in terms of game design. The name of each entity should reflect /// a specific concept from the game design domain /// - IComponents: /// Components must be seen as data holders. There are implementing /// exceptions, but logically it must be still see as a group /// of readable or writeable data. /// In Svelto.ECS components are always interfaces declaring /// Setters and Getters of ValueTypes. DispatchOnSet /// and DispatchOnChange must not be seen as events, but /// as pushing of data instead of data polling, similar /// to the concept of DataBinding. /// - Implementors: /// Being components interfaces, they must be implemented through /// Implementors. The relation Implementors to Components /// is not 1:1 so that you can, if logic, group several /// components in one implementor. This allows to easily /// share data between components. Implementors also act /// as bridge between the platform and Svelto.ECS. /// Since Components can hold only value types, Implementors /// are the objects that can interact directly with the platform /// objects, I.E.: RigidBody, Transform and so on. /// Note: IComponents must hold only valuetypes for /// code design purposes and not optmization purposes. /// The reason is that all the logic must lie in the engines /// so Components cannot hold references to instances that can /// expose functions with logic. /// - Engines: /// Where all the logic lies. Engines operates on EntityViews /// - EntityViews: /// EntityViews maps EntityComponents. The Engines can't /// access directly to each entity (as a single set of components), but /// through a component sets defined by EntityView. /// They act as a component filters and expose only the entity components /// that the Engine is interested in. /// EntityViews are actually defined by the need of the Engine so they /// come together with the engine and in the same namespace of the engine. /// - EntityStructs: /// In order to write Data Oriented Cache Friendly code, Svelto.ECS /// also support EntityStructs. Please check other examples to /// understand how to use them. However know that this kind of /// optimizations is very limited to special circumstances /// so the flexibility of EntityViews is most of the times what you need. /// - EntityDescriptors: /// Gives a way to formalize your Entity in svelto.ECS, it also /// groups the EntityViews that must be generated once the /// Entity is built /// </summary> void SetupEnginesAndEntities() { //The Engines Root is the core of Svelto.ECS. You must NEVER inject the EngineRoot //as it is, therefore the composition root must hold a reference or it will be //GCed. //the UnitySumbmissionEntityViewScheduler is the scheduler that is used by the EnginesRoot to know //when to inject the EntityViews. You shouldn't use a custom one unless you know what you //are doing or you are not working with Unity. _enginesRoot = new EnginesRoot(new UnitySumbmissionEntityViewScheduler()); //Engines root can never be held by anything else than the context itself to avoid leaks //That's why the EntityFactory and EntityFunctions are generated. //The EntityFactory can be injected inside factories (or engine acting as factories) //to build new entities dynamically _entityFactory = _enginesRoot.GenerateEntityFactory(); //The entity functions is a set of utility operations on Entities, including //removing an entity. I couldn't find a better name so far. var entityFunctions = _enginesRoot.GenerateEntityFunctions(); //GameObjectFactory allows to create GameObjects without using the Static //method GameObject.Instantiate. While it seems a complication //it's important to keep the engines testable and not //coupled with hard dependencies references (read my articles to understand //how dependency injection works and why solving dependencies //with static classes and singletons is a terrible mistake) GameObjectFactory factory = new GameObjectFactory(); //the ISequencer is one of the 3 official ways available in Svelto.ECS //to communicate. They are mainly used for two specific cases: //1) specify a strict execution order between engines (engine logic //is executed horizontally instead than vertically, I will talk about this //in my articles). 2) filter a data token passed as parameter through //engines. The ISequencer is also not the common way to communicate //between engines Sequencer playerDamageSequence = new Sequencer(); Sequencer enemyDamageSequence = new Sequencer(); //wrap non testable unity static classes, so that //can be mocked if needed. IRayCaster rayCaster = new RayCaster(); ITime time = new Time(); //Player related engines. ALL the dependecies must be solved at this point //through constructor injection. var playerHealthEngine = new HealthEngine(playerDamageSequence); var playerShootingEngine = new PlayerGunShootingEngine(enemyDamageSequence, rayCaster, time); var playerMovementEngine = new PlayerMovementEngine(rayCaster, time); var playerAnimationEngine = new PlayerAnimationEngine(); var playerDeathEngine = new PlayerDeathEngine(entityFunctions); //Enemy related engines var enemyAnimationEngine = new EnemyAnimationEngine(time); //HealthEngine is a different object for the enemy because it uses a different sequence var enemyHealthEngine = new HealthEngine(enemyDamageSequence); var enemyAttackEngine = new EnemyAttackEngine(playerDamageSequence, time); var enemyMovementEngine = new EnemyMovementEngine(); var enemySpawnerEngine = new EnemySpawnerEngine(factory, _entityFactory); var enemyDeathEngine = new EnemyDeathEngine(entityFunctions); //hud and sound engines var hudEngine = new HUDEngine(time); var damageSoundEngine = new DamageSoundEngine(); var scoreEngine = new ScoreEngine(); //The ISequencer implementaton is very simple, but allows to perform //complex concatenation including loops and conditional branching. playerDamageSequence.SetSequence( new Steps //sequence of steps, this is a dictionary! { { //first step enemyAttackEngine, //this step can be triggered only by this engine through the Next function new To //this step can lead only to one branch { //this is the only engine that will be called when enemyAttackEngine triggers Next() new IStep[] { playerHealthEngine } } }, { //second step playerHealthEngine, //this step can be triggered only by this engine through the Next function new To //once the playerHealthEngine calls step, all these engines will be called at once //depending by the condition a different set of engines will be triggered. The //order of the engines triggered is guaranteed. { //these engines will be called when the Next function is called with the DamageCondition.damage set { DamageCondition.Damage, new IStep[] { hudEngine, damageSoundEngine } }, //these engines will be called when the Next function is called with the DamageCondition.dead set { DamageCondition.Dead, new IStep[] { hudEngine, damageSoundEngine, playerMovementEngine, playerAnimationEngine, enemyAnimationEngine, playerDeathEngine } } } } } ); enemyDamageSequence.SetSequence( new Steps { { playerShootingEngine, new To { //in every case go to enemyHealthEngine new IStep[] { enemyHealthEngine } } }, { enemyHealthEngine, new To { { DamageCondition.Damage, new IStep[] { enemyAnimationEngine, damageSoundEngine } }, { DamageCondition.Dead, new IStep[] { scoreEngine, enemyMovementEngine, enemyAnimationEngine, enemySpawnerEngine, damageSoundEngine, enemyDeathEngine } }, } } } ); //Mandatory step to make engines work //Player engines _enginesRoot.AddEngine(playerMovementEngine); _enginesRoot.AddEngine(playerAnimationEngine); _enginesRoot.AddEngine(playerShootingEngine); _enginesRoot.AddEngine(playerHealthEngine); _enginesRoot.AddEngine(new PlayerInputEngine()); _enginesRoot.AddEngine(new PlayerGunShootingFXsEngine()); //enemy engines _enginesRoot.AddEngine(enemySpawnerEngine); _enginesRoot.AddEngine(enemyAttackEngine); _enginesRoot.AddEngine(enemyMovementEngine); _enginesRoot.AddEngine(enemyAnimationEngine); _enginesRoot.AddEngine(enemyHealthEngine); _enginesRoot.AddEngine(enemyDeathEngine); //other engines _enginesRoot.AddEngine(new CameraFollowTargetEngine(time)); _enginesRoot.AddEngine(damageSoundEngine); _enginesRoot.AddEngine(hudEngine); _enginesRoot.AddEngine(scoreEngine); }
void SetupEnginesAndComponents() { _entityFactory = _enginesRoot = new EnginesRoot(new UnitySumbmissionNodeScheduler()); GameObjectFactory factory = new GameObjectFactory(); var enemyKilledObservable = new EnemyKilledObservable(); var scoreOnEnemyKilledObserver = new ScoreOnEnemyKilledObserver(enemyKilledObservable); Sequencer playerDamageSequence = new Sequencer(); Sequencer enemyDamageSequence = new Sequencer(); Sequencer playerHealSequence = new Sequencer(); Sequencer ammoRechargeSequence = new Sequencer(); Sequencer ammoDepletionSequence = new Sequencer(); Sequencer specialAtkFXSequence = new Sequencer(); var enemyAnimationEngine = new EnemyAnimationEngine(); var playerHealthEngine = new HealthEngine(playerDamageSequence, playerHealSequence); var enemyHealthEngine = new HealthEngine(enemyDamageSequence); var hudEngine = new HUDEngine(); var damageSoundEngine = new DamageSoundEngine(); var playerShootingEngine = new PlayerGunShootingEngine(enemyKilledObservable, enemyDamageSequence, ammoDepletionSequence); var playerMovementEngine = new PlayerMovementEngine(); var playerAnimationEngine = new PlayerAnimationEngine(); var enemyAttackEngine = new EnemyAttackEngine(playerDamageSequence); var enemyMovementEngine = new EnemyMovementEngine(); var enemySpawnerEngine = new EnemySpawnerEngine(factory, _entityFactory); var healingPickupEngine = new HealthPickupEngine(playerHealSequence); var ammoPickupEngine = new AmmoPickupEngine(ammoRechargeSequence); var pickupSpawnerEngine = new PickupSpawnerEngine(factory, _entityFactory); var ammoGUIEngine = new AmmoGUIEngine(); var specialAttackEngine = new SpecialAttackEngine(specialAtkFXSequence); var specialAttackGUIEngine = new SpecialAttackGUIEngine(); var specialAttackSoundEngine = new PlayerSpecialAtkSoundEngine(); var ammoPickupSoundEngine = new AmmoPickupSoundEngine(); var healthPickupSoundEngine = new HealthPickupSoundEngine(); var rotatingPickupsEngine = new RotatingIdlePickupsEngine(); playerDamageSequence.SetSequence( new Steps() //sequence of steps { { //first step enemyAttackEngine, //this step can be triggered only by this engine through the Next function new Dictionary <System.Enum, IStep[]>() //this step can lead only to one branch { { Condition.always, new [] { playerHealthEngine } }, //these engines will be called when the Next function is called with the Condition.always set } }, { //second step playerHealthEngine, //this step can be triggered only by this engine through the Next function new Dictionary <System.Enum, IStep[]>() //this step can branch in two paths { { DamageCondition.damage, new IStep[] { hudEngine, damageSoundEngine } }, //these engines will be called when the Next function is called with the DamageCondition.damage set { DamageCondition.dead, new IStep[] { hudEngine, damageSoundEngine, playerMovementEngine, playerAnimationEngine, enemyAnimationEngine } }, //these engines will be called when the Next function is called with the DamageCondition.dead set } } } ); enemyDamageSequence.SetSequence( new Steps() { { playerShootingEngine, new Dictionary <System.Enum, IStep[]>() { { Condition.always, new [] { enemyHealthEngine } }, } }, { enemyHealthEngine, new Dictionary <System.Enum, IStep[]>() { { DamageCondition.damage, new IStep[] { enemyAnimationEngine } }, { DamageCondition.dead, new IStep[] { enemyMovementEngine, enemyAnimationEngine, playerShootingEngine, enemySpawnerEngine } }, } } } ); //healing sequence playerHealSequence.SetSequence( new Steps() { { healingPickupEngine, new Dictionary <System.Enum, IStep[]>() { { DamageCondition.heal, new IStep[] { playerHealthEngine } }, } }, { //second step playerHealthEngine, new Dictionary <System.Enum, IStep[]>() { { DamageCondition.heal, new IStep[] { hudEngine, healthPickupSoundEngine } }, } } } ); ////Sequence for ammo recharge ammoRechargeSequence.SetSequence( new Steps() { { ammoPickupEngine, new Dictionary <System.Enum, IStep[]>() { { Condition.always, new IStep[] { ammoGUIEngine, ammoPickupSoundEngine } }, } }, } ); ////Sequence for ammo usage ammoDepletionSequence.SetSequence( new Steps() { { playerShootingEngine, new Dictionary <System.Enum, IStep[]>() { { Condition.always, new IStep[] { ammoGUIEngine } }, } }, } ); //Sequence for special attack FX specialAtkFXSequence.SetSequence( new Steps() { { specialAttackEngine, new Dictionary <System.Enum, IStep[]>() { { SpecialAttackCondition.perform, new IStep[] { specialAttackSoundEngine } }, { SpecialAttackCondition.fail, new IStep[] { specialAttackSoundEngine } }, } }, } ); AddEngine(playerMovementEngine); AddEngine(playerAnimationEngine); AddEngine(playerShootingEngine); AddEngine(playerHealthEngine); AddEngine(new PlayerGunShootingFXsEngine()); AddEngine(enemySpawnerEngine); AddEngine(enemyAttackEngine); AddEngine(enemyMovementEngine); AddEngine(enemyAnimationEngine); AddEngine(enemyHealthEngine); AddEngine(damageSoundEngine); AddEngine(hudEngine); AddEngine(new ScoreEngine(scoreOnEnemyKilledObserver)); AddEngine(healingPickupEngine); AddEngine(ammoPickupEngine); AddEngine(pickupSpawnerEngine); AddEngine(ammoGUIEngine); AddEngine(specialAttackEngine); AddEngine(specialAttackGUIEngine); AddEngine(specialAttackSoundEngine); AddEngine(ammoPickupSoundEngine); AddEngine(healthPickupSoundEngine); AddEngine(rotatingPickupsEngine); }